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Comments (19)

GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I noticed this when testing with some games, however when trying to implement 
it; it wasn't true for all the games I have. In fact, different games had 
different button mappings, I think there were about 3 or 4 sets.

What's currently implemented supports FFXIV ARR and another game I play which 
is what I had intended to make the driver for. As there doesn't seem to be a 
one stop mapping solution, (unless my games are just THAT unique) switching the 
current button mapping to another would likely limit support on games it 
already works on.

That being said, this is an open source project and switching the button 
mapping would actually be very simple once you have Visual Studio C# Express 
installed. I'd encourage you to download a copy (free) and switch the button 
mapping for whatever your needs are.

Once you have VStudio Express installed and the SRC directory downloaded, open 
up the .sln file. From there open up Gamepad.cs. Lines 79 through 92 of 
Revision 20 is the button mapping for Non FFXIV compatibility mode. Simply 
change the numbers (1,2,3,4) to the new button numbers you'd like. Then just 
hit the play button to compile. The new executable in the Debug folder will be 
what you want to run.

Original comment by [email protected] on 5 Feb 2014 at 2:38

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Maybe you could make customizable button mappings in the future?

Original comment by [email protected] on 9 Feb 2014 at 4:21

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I've looked into it a couple of times, an it's definitely on the to-do list. 
The priority was mouse mode and multiple controller support which I just got 
out (r23). Until I can get to the customization, the code has been reorganized. 
You can find the button combinations in the Controller.cs file if you need to 
edit in the short term.

Original comment by [email protected] on 15 Feb 2014 at 7:20

  • Changed state: Accepted

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Just looking at the button number code so far, It may not be too difficult, but 
I might be wrong. I might just fiddle around with the code myself If I get the 
time.

Thanks for the new features in r23 this is a great update considering how I use 
this a lot.

Original comment by [email protected] on 16 Feb 2014 at 5:58

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
It shouldn't be too hard. Lines 939 through 999 contain the mappings for the 
gamepad. There are two groups, one for the Trigger as Trigger mode and one for 
the Trigger as Button Mode. Simply change the assignment for the buttonMap your 
wanting to switch around. Good luck!

Original comment by [email protected] on 16 Feb 2014 at 11:40

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Thanks! It worked Perfectly!

Original comment by [email protected] on 16 Feb 2014 at 11:56

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I followed your installation instructions and was able to successfully get my 
xbox 360 wireless controller working with the Chatpad on a Windows 2008 R2 
machine.  It is really awesome.  Thanks for the great work.

I did encounter the same button issue explained above by [email protected]. 
 I am not too familiar with Visual Studio, so was curious if it was possible 
for  [email protected] to make available his fix for the button remapping?

Thanks again for all this great stuff.
BB

Original comment by [email protected] on 19 Feb 2014 at 7:29

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I could probably upload the fix if anyone else would like to use it.

Original comment by [email protected] on 24 Feb 2014 at 12:42

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
A version with this fix plus the one with the inverted XY axis would be nice to 
get for all us XBOX 360 Controller users.  If you aren't ready to upload it, 
maybe you can send to me via email?

Original comment by [email protected] on 27 Feb 2014 at 11:30

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Sorry I meant inverted Y axis.

Original comment by [email protected] on 27 Feb 2014 at 11:31

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I'll upload the fix online as soon as I can. We would like to add customizable 
button mappings as a feature in an upcoming release. I'll upload the fix when I 
can.

Original comment by [email protected] on 27 Feb 2014 at 11:55

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I've uploaded the version of the application with the modified button mapping 
to the repository and a download link should be added to the main page soon.

Original comment by [email protected] on 1 Mar 2014 at 11:50

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Should be god to go, download Rev25, hopefully it helps.

Original comment by [email protected] on 2 Mar 2014 at 5:35

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Thank you guys.  Just seeing this. I will report back once I get it installed 
and tested out.

Original comment by [email protected] on 4 Mar 2014 at 11:08

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
The new button mapping works great.  Now it is just like the standard XBOX 360 
controller for Windows. Thanks!!

The only remaining difference I have with the standard controller is the 
INVERTED ZY axis, reported previously in issue #27.  I am currently correcting 
this using XPADDER, but was curious if this was something that might be added 
like the buttons were.

Then of course the Zy and Z axes differences, which cannot be overcome since we 
are not using the native XInput driver for this solution.  I am trying to 
overcome that with XPADDER as well, but with limited success.

Anyways, thanks again for the button fix!

Original comment by [email protected] on 5 Mar 2014 at 7:38

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
The Inverted RY Axis should be fixed as I remember modifying the code for that 
myself. I don't think the compiled code in the zip download was modified to 
have that updated in the last build. As for the Z axis, we need a Z and A Z 
rotation axis for both triggers to function due to how Xinput used the triggers 
and Z axis. If we can get it to work with Xinput, we would only require just 
the Z axis. It will take a lot of work to make it work with Xinput though

Original comment by [email protected] on 6 Mar 2014 at 3:01

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
I've attatched the Main Executable with the Inverted RY axis fixed to this 
comment. The next Version should ship with the inverted RY axis fixed

Original comment by [email protected] on 6 Mar 2014 at 3:05

Attachments:

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Thanks! I confirmed this version does indeed fix for the inverted Ry axis on my 
xbox 360 wireless controller.

Original comment by [email protected] on 6 Mar 2014 at 6:48

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024

Original comment by [email protected] on 25 Jun 2014 at 3:43

  • Changed state: Fixed

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